When a spec-sheet says the overlay font needs to be 28 pixels high and
100pixels padded from the edges working in relative space is a headache.

On Thu, Apr 14, 2011 at 1:14 AM, Blazej Floch <[email protected]> wrote:

>
>
> Well that doesn't sound like a point for me. You can easily convert
> relative to absolute in expressions too. I do prefer working in relative
> space though because for me it's more important to know where I am in space
> (center, left, right) then what pixel I'm on. A matter of preference I
> guess.
>
> As to the fuses, there is a difference though. With fuses you have access
> to bigger parts of the Plugin API, which involves scripting OpenCL tools or
> (tested in 5.x and coming back in 6.2) particle systems. You can't tweak the
> access with simple gizmos sometimes. But it's a pain to work with C++ in
> lots of cases. With OpenCL users found that it works faster then CPU code in
> compiled plugins.
> Also bigger parts of the loops and of course all API calls are compiled
> code internally. The speed is suprisingly good.
>
> There are some great examples on this site: 
> <http://www.anatomicaltravel.com/research>
> http://www.anatomicaltravel.com/research
> Not comparable to groups and gizmos IMO.
>
> Cheers,
> Blazej
>
> Sent from my Bügelbrett
>
> On 14.04.2011, at 09:06, Nathan Dunsworth <[email protected]> wrote:
>
> You can code expressions so they are relative in Nuke, blame lesser skilled
> tds for not working the system properly.
>
> Same goes for compiled script code, tds who dont know how to build groups
> and efficient gizmos.
>
> On Wed, Apr 13, 2011 at 10:29 PM, michael vorberg <<[email protected]>
> [email protected]> wrote:
>
>>  sometimes i really like that in fusion everything is in relative values.
>> makes it very easy to adapt stuff to different resolutions: you can create
>> macros/gizmos which work in each resolution the same way even with splines
>> or transforms in it
>>
>> the premult is very easy to solve: each colorcorrection tool has an option
>> to premult/postmult in it and for a general tool you have many ways to do it
>> (as in most comp packages). if your lazy to do it over and over again, just
>> build a macro
>>
>> one unmentioned outstanding feature of fusion are the "fuses". this are
>> script plugins. its a kind of plugin but the code in it is actually the
>> script language and are "compiled" at run time. makes it a little slower
>> than a native plugin but its very cool to develop stuff
>> <http://vfxpedia.com/index.php?title=Eyeon:Script/Reference/Applications/Fuse>
>> http://vfxpedia.com/index.php?title=Eyeon:Script/Reference/Applications/Fuse
>>
>> Am 13.04.2011 20:55, schrieb Ron Ganbar:
>>
>> I always found it very odd that everything in Fusion is measured in
>> percentage rather than pixels. Am I the only one?
>> Plus the way Fusion handles premultiplication is difficult and annoying as
>> well.
>>
>>  But in my opinion, Fusion's biggest hurdle is bad documentation and no
>> user forum such as this one here.
>>
>>
>> Ron Ganbar
>> email: <[email protected]>[email protected]
>> tel: +44 (0)7968 007 309 [UK]
>>      +972 (0)54 255 9765 [Israel]
>> url: <http://ronganbar.wordpress.com/>http://ronganbar.wordpress.com/
>>
>>
>>
>> On 13 April 2011 21:49, <[email protected]>[email protected]
>> < <[email protected]>[email protected]> wrote:
>>
>>> Yes, I have used it (the linux port), it is completely awful.
>>>
>>> On Wed, Apr 13, 2011 at 11:41 AM, Ned Wilson < <[email protected]>
>>> [email protected]> wrote:
>>> > Well it's great that Fusion does all that 3D acceleration. However, and
>>> I
>>> > was on Fusion for years and went back and forth with the developers on
>>> this
>>> > many, many times... it has issues with functionality that is integral
>>> to
>>> > compositing, such as 2D tracking and paint.
>>> > Granted I haven't used Fusion 6, so perhaps this has changed.
>>> > Plus, Fusion is coded using MFC, not a cross-platform tool kit like Qt.
>>> They
>>> > have no intentions of a Mac port, and the Linux version as Randy
>>> mentioned
>>> > is unstable. The Linux version is not native - it is the Windows
>>> version
>>> > running in a heavily customized version of WINE.
>>> >
>>> >
>>> >
>>> > On Apr 13, 2011, at 11:17 AM, Randy Little wrote:
>>> >
>>> > Nah fusion does a pretty good job.  its just has crap support.
>>> Fusion 3d
>>> > and full openCL acceleration make it not horrible.  but support is
>>> weird and
>>> > some of the tools are weird and its pretty much windows only.  Linux
>>> version
>>> > has a history of unstable.
>>> >
>>> >
>>> > Randy S. Little
>>> > <http://reel.rslittle.com>http://reel.rslittle.com
>>> > <http://imdb.com/name/nm2325729/>http://imdb.com/name/nm2325729/
>>> >
>>> >
>>> >
>>> >
>>> > On Wed, Apr 13, 2011 at 12:09, andrei gheorghiu <<[email protected]>
>>> [email protected]>
>>> > wrote:
>>> >>
>>> >> There is no other product like Nuke at the present moment...and Nuke
>>> was,
>>> >> since the begining, an extremely well developed tool.
>>> >>
>>> >> It is very hard to compete with this....I don't see toady a legitimate
>>> >> competitor.
>>> >>
>>> >> But wait....
>>> >> _______________________________________________
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>>> [email protected]
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>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>> >>
>>> >
>>> > _______________________________________________
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>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
>>> >
>>> >
>>> > _______________________________________________
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>>> >
>>> >
>>> _______________________________________________
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>>
>>
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>>
>>
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>>
>>
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